/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemBlueprintLibrary.h
Create a handle for filtering target data, filling out all fields
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="Filter") static [FGameplayTargetDataFilterHandle](API\Plugins\GameplayAbilities\Abilities\FGameplayTargetDataFilterHandle) MakeFilterHandle ( [FGameplayTargetDataFilter](API\Plugins\GameplayAbilities\Abilities\FGameplayTargetDataFilter) Filter, [AActor](API\Runtime\Engine\GameFramework\AActor) * FilterActor )